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Pre-release
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2205 commits
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since this release
Commits
- a2124a1: [thirdparty] updated meshoptimizer to latest (Panos Karabelas)
- d70fb07: [mesh] added meshoptimizer function call to log cache miss ratio, transformed vertex ratio and fetch overfetch (Panos Karabelas)
- b36eb59: [renderer] fixed broken depth testing for certain pixels (Panos Karabelas)
- 4b58bd8: [contributors] added Kristi as a Hoplite as he helped identify a gbuffer depth testing issue (Panos Karabelas)
- 49ab4b3: [editor] some minor wording tweaks (Panos Karabelas)
- 01905de: [thirdparty] updated fidelityfx to latest (Panos Karabelas)
- cb036d1: [buildscript] fixed some wrong paths (Panos Karabelas)
- b5d09b0: [editor] centered yes and no buttons in the download assets prompt (Panos Karabelas)
- 00cbf94: [thirdparty] updated imgui to latest (Panos Karabelas)
- a06daa2: [editor] fixed imgui assert coming from the profiler window (Panos Karabelas)
- 0fed6dc: [renderer] fixed an issue where lines wouldn't render (including the world grid) due to the new depth stencil state having an equal operator, there is now a new depth stencil state with a greater equal operator just for the lines (Panos Karabelas)
- 146676c: [renderer] improved performance by doing a depth prepass only for opaque objects (Panos Karabelas)
- 9b65d3b: [editor] the world viewer will now the display the entity tree without a top node called "root" (Panos Karabelas)
- 56d7d51: [editor] fixed an imgui error related to the material image slot button (Panos Karabelas)
- 7ff2f96: [skysphere] it's now properly converted into a cubemap (this means that sssr and gi have a proper fallback) (Panos Karabelas)
- 13d3e24: [worlds] merged car world into the forest world (Panos Karabelas)
- ae6afc6: [game] cleaned up some code (Panos Karabelas)
- 0ee6014: [renderer] clear the gbuffer for the transparent pass as well, fixed an issue where the additive transparent pass would also copy sky pixels (Panos Karabelas)
- f9da467: [lighting] both the volumetric and the radial fog are now affected by the sky color instead of using a hardcoded one, so things look better (Panos Karabelas)
- 4a867b4: [game] disabled subsurface scattering for the sponza curtains and forest trees as it needs more work (Panos Karabelas)
- e0779b8: [renderer] increased default fog value from 0.3 to 1.0 since the atmospheric scattering color tones it down naturally (Panos Karabelas)
- dbc3543: [lighting] improved regular fog (non-volumetric) so that it also effects the sky (Panos Karabelas)
- 277e4fc: [output] fixed an issue where disabling TAA/FSR could make the sky not show up when viewed from wtihin the editor/imgui (Panos Karabelas)
- 8e40dbf: [profiler] the cpu name and thread count will not be detected and displayed together with all the other metrics (Panos Karabelas)
- 047241e: [lighting] fixed an issue where ssr, gi and sky lighting would not blend together nicely (Panos Karabelas)
- 61ca701: [lightinh] improved ssr and gi blending a bit more (so that SSR is not killed off as fast) (Panos Karabelas)
- 95c69e9: [build_scripts] added missing import (Panos Karabelas)
- 9746277: [gi] improved resolve speed (Panos Karabelas)
- 06f5780: [fidelityfx] reworked context creation and destruction so that it's more modular (required for upcoming work) (Panos Karabelas)
- 72ee40e: [d3d12] build fix (Panos Karabelas)
- 5cade28: [gi] internal resolution can now be adjusted on the fly (25%, 50%, 75%, 100%), the option is not disabled in the editor yet (Panos Karabelas)
- eeab63d: [d3d12] build fix (Panos Karabelas)
- de34e8f: [fidelityfx] added queue waits when destroying contexts as the samples seem to be doing the same, which means it's up to me to de-allocate properly (Panos Karabelas)
- e15fbb4: [misc] fixed regression (Panos Karabelas)
- 7644f0f: [d3d12] build fix (Panos Karabelas)
- e990fc2: [contributors] added kinjalito (Panos Karabelas)
- 6488ee1: [buildscripts] enabled AVX2 (will help optimize math functions) (Panos Karabelas)
- 8137040: [osd] AVX2 support will now be displayed under the CPU section (Panos Karabelas)
- 28e433c: [math] AVX2 optimized Matrix::GetScale (Panos Karabelas)
- 4fd513d: [math] AVX2 optimized Matrix::GetRotation (Panos Karabelas)
- 00a9549: [math] removed some code duplication (Panos Karabelas)
- 97a5a14: [math] AVX2 optimized vector multiplication (Panos Karabelas)
- 80aec11: [math] AVX2 optimized a couple of Vector3 functions (Panos Karabelas)
- 73e619e: [gbuffer] introduced seamless texture sampling for the terrain and cleaned up all the sampling code (Panos Karabelas)
- a87fc74: [vector3] fixed stack corruption caused by a previous optimisation commit (Panos Karabelas)
- a966ae3: [material] started work on the texture packing function (Panos Karabelas)
- a90308f: [material] simplified how texture types and texture type slots work (Panos Karabelas)
- 6e66e9a: [material] fixed an issue where GetTexture would not account for the texture slot and renamed some shader variables (Panos Karabelas)
- 18a7fc1: [material] fixed an issue where HasTextureOfType wouldn't account for the slot (Panos Karabelas)
- abbd758: [lighting] removed 4 memory barriers by removing 4 render target clears and (Panos Karabelas)
- e8bf894: [game] enabled screen space shadows for the bistro light as there are small scale details like plates, forks etc that aren't captured that well otherwise (Panos Karabelas)
- 5a03573: [material] initial work on alpha mask packing (Panos Karabelas)
- 0765529: [mesh] removed out of place set texture function (Panos Karabelas)
- f44468f: [rhi] refactored some texture related code to facilitate the upcoming texture packing work (Panos Karabelas)
- cf2acba: [rhi] texture compression and gpu uploading will now happen after all textures have been set to a material, so before all that, texture packing can now take place (Panos Karabelas)
- b8656bd: [rhi] fixed an issue where manually loaded textures (not from a model material) would not have compression (Panos Karabelas)
- 937231e: [misc] renamed imageimporterexported to imageimporter since we only import (Panos Karabelas)
- b997708: [rhi_texture] FreeImage is not used for mip generation as it's now done by the texture and this will also make it easier for texture packing to run only at the top mip, before mip generation (Panos Karabelas)
- daadde3: [rhi_texture] fixed an issue where the bistro world would load pre-compressed textures with mips and the engine would try to generate it's own compressed mips resulting in a crash (Panos Karabelas)
- 7c207d9: [material] fixed an issue where texture packing code didn't check if a texture was already compressed, there are certain textures that are simply stored this way, we don't bother with them (Panos Karabelas)
- 5cbec08: [material] fixed an issue where upon merging the alpha mask into the albedo alpha, the min operation wouldn't consider an alpha treshold (Panos Karabelas)
- 8d1e3ee: [material] alpha mask will now be packed into the albedo alpha using a min operator (Panos Karabelas)
- acebb44: [material] texture packing for occlusion, roughness, metalness and height (not enabled yet) (Panos Karabelas)
- 3a09c6e: [material] some more work towards texture packing (Panos Karabelas)
- 08d4f24: [material] enabled texture packing for occlusion, roughness, metalness and height (Panos Karabelas)
- 0f38c9c: [readme] added stalker anomaly mod in the use cases (Panos Karabelas)
- f549826: [material] update texture packing to account for gltf materials (which already pack values) (Panos Karabelas)
- a66dcaa: [material] fixed an issue where packed textures were empty (Panos Karabelas)
- 682ed28: [material] added sensible default values in case textures are not present while texture packing (Panos Karabelas)
- 1d6f19e: [material] fixed an issue where any material that had only an albedo texture, would get an empty packed texture, causing it to render wrong (Panos Karabelas)
- 18eebce: [material] textures which are packed into others, are now downscaled to circa 128x128, so the can still be displayed in the editor but with a small memory cost (Panos Karabelas)
- b80c4f8: [material] fixed an issue where the crate material would not pack (Panos Karabelas)
- 251e9c5: [material] fixed an issue where some materials in the forest world would not be packed (Panos Karabelas)
- 8c0ae65: [material] fixed an issue where materials without any textures (in the living room world), would not pack correctly (Panos Karabelas)
- 65eff4b: [game] temporarily disabled thebistro world since it uses baked textures (dss, compressed, with mips) and it can't be packed (Panos Karabelas)
- a389f5f: [material] fixed an issue where certain forest materials wouldn't pack correctly (Panos Karabelas)
- 8c31210: fixed some bugs when more than one adapter is installed (bill.pullan)
- c654a50: [material] fixed an issue where materials that re-used textures wouldn't be packed (Panos Karabelas)
- 8397b9f: [material] fixed an issue where some sponza materials wouldn't be packed (Panos Karabelas)
- 6c9bb1d: [material] fixed an issue where the sponza world would get overbright (Panos Karabelas)
- fc53901: [material] fixed a false positive error log when loading the subway world (Panos Karabelas)
- 7ca6640: [renderer] fixed an issue where fsr and brixelizer gi would ignore dynamic resolutions scaling (Panos Karabelas)
- e74a84d: [ssr] improved performance (Panos Karabelas)
- 759eb55: [editor] materials will show an optimized section (yes/no), optimized materials can't be modified and a tooltip will show up to let the user now (Panos Karabelas)
- 1b89ab3: [material] updated MaterialProperty::Optimized property so that it's set net only when the engine compresses and packes the taxtures but also when they come pre-baked from disk (Panos Karabelas)
- d63835a: [game] re-enabled bistro world since the material system can now handle it (Panos Karabelas)
- 5fda4e0: [lighting] fixed an issue were lighting could accumulate, producing a white a frame (Panos Karabelas)
- 8d67851: [game] fixed forest world shutdown unreleased texture assert, also added some extra asserts in the material and the texture to catch issues like that in the future (Panos Karabelas)
- f1580cc: [resource] introduced resource state enum which will be the bedrock for multi-threaded loading (also removed some unused headers from header files) (Panos Karabelas)
- ebb633a: [material] texture packing, compression and gpu upload will now be done on a different thread (Panos Karabelas)
- 678e394: [material] removed the need to manually call Optimize() (Panos Karabelas)
- af3c205: [materials] optimisation happens in worker threads and the world can boot up faster (even if the materials are not fully loaded) (Panos Karabelas)
- 031f0d4: [modelimporter] texture loading now happens via the material (so it can be offloaded to other threads later) (Panos Karabelas)
- 463112f: [iresource] LoadFromFile() now has an async option (will be implemented for large resources like textures) (Panos Karabelas)
- e6221fe: [misc] renamed certain enums (Panos Karabelas)
- a04db68: [iresource] removed return bool from save and load file functions as the status can now be checked from resource_state (Panos Karabelas)
- b0a0e98: [misc] refactored a few things (Panos Karabelas)
- 66d3ba0: [misc] refactoring (Panos Karabelas)
- 6777beb: [misc] removed the need to put RHI_Texture_DontPrepareForGpu everywhere (things are automatically deduced now) (Panos Karabelas)
- 0b4f512: [misc] removed async parameter from load file function since it's faster to make everything load async (Panos Karabelas)
- 2afbeaa: [game] fixed missing wheel texture in the forest world (Panos Karabelas)
- b97dba4: [editor] updated the material logic so that if the textures are packed only the texture slots are greyed out (disabled), not the multipliers and other parameters (these still work) (Panos Karabelas)
- e041e95: [resourcecache] simplified how resources work so they only need one file path (Panos Karabelas)
- 88adcf1: [rhi_texturte] minor refactoring (Panos Karabelas)
- d66a15d: [game] made the forest terrain more flat so that the car can drive around easier (Panos Karabelas)
- 30b7396: [game] you can now press E to enter/exit the car (Panos Karabelas)
- 484700f: [game] enabled wasd controls for the car (not just arrows) so that the control scheme doesn't change when switching from the camera to the car view and vice versa (Panos Karabelas)
- 3099fc8: [game] added on-screen text explaining the controls for the camera and the car (Panos Karabelas)
- 1ea78fa: [rendering] fixed on-screen text corruption that could happen when the text became less than the previous frames (Panos Karabelas)
- 20b71f3: [rendering] fixed tree flickering in the forest world (Panos Karabelas)
- 8467492: [lighting] replaced clear with in-shader clearing (to avoid a gpu barrier) (Panos Karabelas)
- 106886c: [rendering] double buffering for on-screen text (otherwise you can spot flickering in text heavy worlds) (Panos Karabelas)
- c2fb5e4: [rendering] additional buffer for the on-screen text (a total of 3) to enliminate ultra high frame rate flickering (Panos Karabelas)
- 97e59ad: [material] fixed an issue where materials with multiple slots per texture type (like the complex one used by the forest terrain) would only pack the first set of textures (Panos Karabelas)
- 1982149: [worlds] removed snow texture from the forest since the terrain doesn't go as heigh anymore (and this improves performance) (Panos Karabelas)
- ffb9a18: [game] in the forest world, moved the car to a more flat area of the terrain (Panos Karabelas)
- 7c27164: [world] when pressing pressing E to enter the car, the camera's FPS control will be disabled (also simplified Camera) (Panos Karabelas)
- 3fd7dd6: [renderer] removed duration from line drawing since it wasn't used and fixed an issue where the line vertex buffer wasn't zeroed out (Panos Karabelas)
- 09e18f0: [worlds] improved forest terrain gbuffer performance by using a normal sample for each texture (Panos Karabelas)
- 3bb6be3: [gbuffer] re-introduced specular anti-aliasing as normal map aliasing is very visible on the car's dashboard (Panos Karabelas)
- b56cb51: [lighting] the directional light shadows now use the world's bounding box to calculation position and depth, these fixes most missing shadow issues for massive worlds (Panos Karabelas)
- 5c1e067: [light] some minor adjustments (Panos Karabelas)
- d74aa16: [game] added dashboard, hood and chase car views (Panos Karabelas)
- 550e11a: [game] when exiting the car, the camera position will now be set next to driver's door (Panos Karabelas)
- db55597: [game] car control is disabled when the player exits the car (Panos Karabelas)
- 8f64950: [game] added car sounds for exit/entering and engine startup (disabled skyrim music) (Panos Karabelas)
- 9c63e30: [game] added engine sound based on engine rpm (Panos Karabelas)
- 39782f8: [game] some minor refactoring (Panos Karabelas)
- f2efe72: [game] disabled idle engine sound until I find a loopable one (Panos Karabelas)
- ec3a498: [profiler] added cpu timing of submit and present (Panos Karabelas)
- 902beef: [vulkan] fixed long standing sync issue related to depth texture barriers (this fixes cases of shadow flickering and depth related operations) (Panos Karabelas)
- a4b532d: [misc] refactoring (Panos Karabelas)
- deb5cda: [rhi] refactored semaphore (Panos Karabelas)
- 58a04ea: [rhi] added some fence related code into rhi_semaphore.cpp since they will soon be merged, and simplified a vulkan macro (Panos Karabelas)
- ee55901: [rhi] added remaining fence functionality into rhi_semaphore (Panos Karabelas)
- cccdd79: [rhi] merged rhi_fence and rhi_semaphore into rhi_syncprimitive, this simplifies the code in many places (Panos Karabelas)
- 34c6ae6: [rhi] removed unused code (Panos Karabelas)
- 592f6b8: [rhi] improved submit() performance by making the mutex lock conditional (Panos Karabelas)
- 8586977: [game] disabled pacejka forces since they don't act well on the reycast vehicle (I need to build my own) (Panos Karabelas)
- 308cbef: [rhi] removed mutex present (Panos Karabelas)
- 81cf791: [misc] some minor tweaks here and there (Panos Karabelas)
- 06d9a49: [misc] moved renderdoc outside of the profiler and into the renderer, just before device creation (Panos Karabelas)
- 80d4701: [profiler] fixed certain issues and refactored (Panos Karabelas)
- 7f5a125: [profiler] fixed an issue where not all timeblocks would end correctly (Panos Karabelas)
- fb4dd87: [profiler] removed unused function (Panos Karabelas)
- 4bb2fa4: dummy commit to trigger push (Panos Karabelas)
- 6e1f7d9: [vulkan] fixed most validation errors due to multi-threaded access of the same gpu queue (Panos Karabelas)
- 5c95d98: [vulkan] fixed all the remaining validation errors related to multi-threaded access of the same gpu queue (Panos Karabelas)
- 5bf8b70: [vulkan] fixed validation error related to debug naming a fence as a semaphore (Panos Karabelas)
- 9005b75: [misc] minor optimisations related to font/performance metrics (Panos Karabelas)
- 8abef39: [renderer] minor performance improvement (Panos Karabelas)
- 8727170: [profiler] improved performance of DrawPerformanceMetrics() string creation (Panos Karabelas)
- 5dc70fc: [misc] fixed some warnings (Panos Karabelas)
- b63596a: [misc] some minor refactoring (Panos Karabelas)
- cf70527: [misc] minor refactoring (Panos Karabelas)
- 959d8ef: [vulkan] precise barriers for shader read only textures (Panos Karabelas)
- 7963ee9: [misc] fixed an issue where warning and error windows (from the engine) would not have the appropriate icon (Panos Karabelas)
- dce928a: [thirdparty] updated fidelityfx to latest (Panos Karabelas)
- 1a2f5f6: [buildscripts] updated libraries.7z link (Panos Karabelas)
- c6606e7: [misc] created a default texture for materials with no textures which has text saying "1 m", adjusted the floor's tiling in default wordls so that it equates 1 unit in 3d space (which is 1 meter) (Panos Karabelas)
- c63b29b: [misc] increased gi contribution (Panos Karabelas)
- f0b733f: [vulkan] fixed a crash that could occur when resizing the main window (Panos Karabelas)
- 22e6fa2: [d3d12] build fix (Panos Karabelas)
- cc2a140: [editor] renamed TitleBar to MenuBar (Panos Karabelas)
- a886435: [editor] cleaned up MenuBar (Panos Karabelas)
- 4d48867: [editor] simplified MenuBar and fixed the y padding of it within the editor viewport (Panos Karabelas)
- 4cc35cf: [editor] moved MenuBar to root since it's not a widget anymore (rather a static chunk of code) (Panos Karabelas)
- a227dee: [editor] restructured the imgui directory (Panos Karabelas)
- 508be3f: [imageimporter] fixed a crash that could happen with HDR images (Panos Karabelas)
- cfaffbd: [imageimporter] updated has_transparent_pixels() so that it can work with most bits per pixel (Panos Karabelas)
- 9dd0804: [vulkan] fixed performance metrics text flickering which was due to the vertex and index buffers being read while they were being written to (Panos Karabelas)
- 1d876a2: [vulkan] fixed and issue where the frame's constant buffer the light bindless buffer could be read while it was being written to, this could rarely manifest as flickering (Panos Karabelas)
- 0d09a8b: [renderer] made it show that all remaining buffers update via cmd_list->UpdateBuffer() (Panos Karabelas)
- 57a8b3d: [d3d12] build fix (Panos Karabelas)
- ce6d78f: [misc] some minor buffer update fixes (Panos Karabelas)
- 23e3cef: [vulkan] made RHI_CommandList::UpdateBuffer more robust (Panos Karabelas)
- 711ae61: [vulkan] fixed some vkCmdUpdateBuffer() related validation errors (Panos Karabelas)
- e8c345d: [vulkan] fixed a validation error related to buffer writes (Panos Karabelas)
- f9ce051: [vulkan] increased fence wait time from 1 to 5 seconds (Panos Karabelas)
- fcd54e9: [font] fixed a crash that could happen when the window was minimized (Panos Karabelas)
- 32707e6: [misc] improved some performance metrics related things (Panos Karabelas)
- c5662ac: [font] removed size limitations from buffer updates by splitting the update into multiple updates of the maximum supported size (Panos Karabelas)
- e0aac92: [vulkan] SP_ASSERT_VK will now display the actual expression (Panos Karabelas)
- 970ff55: [vulkan] added a warning in UpdateBuffer() to catch non-optimal updates (Panos Karabelas)
- cc5416b: [vulkan] refactored bindless descriptor updates for maximum simplicity (and in preparation for upcoming validation error fixes) (Panos Karabelas)
- ccb33da: [vulkan] removed samplers binding and reflection since all samplers are bindless (Panos Karabelas)
- ff1a6d6: [vulkan] simplified descriptor set layout array creation during pipeline creation (Panos Karabelas)
- 966e3f4: [shaders] merged buffers, samplers, textures and storage into a single file, called common_resources.hlsl (Panos Karabelas)
- ff9dccd: [vulkan] fixed a bunch of validation errors related to the usage of the bindless material properties and light properties arrays, the bindless code is now written in a way which reduces error probability (Panos Karabelas)
- a2b3316: [game] updated sponza spawn location so that the foliage is within view (Panos Karabelas)
- 80957b3: [rendering] fixed an issue where after packing certain materials, seams/glitches would be visible on some surfaces (Panos Karabelas)
- 9ff8470: [rendering] toned down gi since now with the fixed materials it shows up more (as it should) (Panos Karabelas)
- 5709c60: [misc] updated copyright year (Panos Karabelas)
- 1fcb92b: [license] updated copyright year (Panos Karabelas)
- 5391c1d: [game] fixed missing plants texture (Panos Karabelas)
- 2fe5fd5: [editor] fixed gimbal lock when rotating an entity using the transform property boxes (Panos Karabelas)
- c50072b: [lighting] fixed broken shadows in the living room world, improved/fixed screen space shadows which were too hard (Panos Karabelas)
- 1c3b1f9: [gi] slightly increased voxel size as it seems to reduce specular noise (Panos Karabelas)
- 40e0e7c: [rendering] minor performance increase by transitioning depth textures to a read state right after the depth prepass (Panos Karabelas)
- dbadd79: [rendering] minor performance increase thanks to some early resource transitions (Panos Karabelas)
- fb6874a: [d3d12] build fix (Panos Karabelas)
- 47e5bf9: [rendering] performed early layout transitions so the depth prepass and the gbuffer textures are ready for the next frame (Panos Karabelas)
- 70014d9: [renderer] removed skysphere to skybox conversion since it takes 1 ms and fidelityfx doesn't need when ibl factor is set to 0 (Panos Karabelas)
- 9faeced: [window] replaced hardcoded window name with the actual name variable used in all other places (Panos Karabelas)
- 9a17165: [renderer] moved shadow mapping after the depth-prepass and gbuffer so that gpu does a continuous vertex/pixel shader work (Panos Karabelas)
- 3924f39: [vulkan] simplified rhi_queue to hone in on the present related validation errors (Panos Karabelas)
- 779df42: [d3d12] build fix (Panos Karabelas)
- 436569d: [vulkan] if the gpu doesn't support vulkan 1.3, an error window instead of an assert will now pop up, this is to make it as obvious as possible to users running the engines with museum pieces (Panos Karabelas)
- 1105852: [editor] exposed wind animation property for the materials (Panos Karabelas)
- a7052ad: [physics] added support for compound shapes and therefore instanced geometry can now have collision (Panos Karabelas)
- a076fca: [physicsbody] cleanup (Panos Karabelas)
- 8f71f34: [physicsbody] removed some dead code (Panos Karabelas)
- b8619e9: [physicsbody] reduced the number of rigid bodies that would be created when initializing a physics body (due to property changes requiring rigid body recreation) (Panos Karabelas)
- fb55a65: [physicsbody] improved inertia calculation (Panos Karabelas)
- 9e418fc: [physicsbody] mesh topology will be analysed to automatically determine if the mesh requires a convex or a triangle shape, this removes the need for manual setup of physics objects and automatically makes all small/cheap objects interactable (not enabled yet) (Panos Karabelas)
- 740cacc: [worlds] enabled wind for the curtains and the ivy leaves in the sponza world (Panos Karabelas)
- 57d8ef9: [rendering] added control for wind direction and magnitude via the renderer, improved wind effect for more natural movement (Panos Karabelas)
- 27af9a3: [game] sponza world wind is now set at 20% of the base value (Panos Karabelas)
- 2504bfd: [rendering] fixed an issue where the shadow maps would not emulate wind animation for point lights, causing animated vertices to come in and out of light in a wrong way (Panos Karabelas)
- 9f7b543: [editor] exposed cull mode (back, front, none) in the material properties as it can be freely changed without creating new PSOs (thanks Vulkan) (Panos Karabelas)
- 8d78e55: [engine] fixed a crash that could happen if you tried to close the engine while it was running other threads (it will wait for them now) (Panos Karabelas)
- f4aecfc: [misc] minor refactoring (Panos Karabelas)
- c9f5505: [rendering] fixed an issue where lines wouldn't render correctly, improved performance and fixed a memory leak (Panos Karabelas)
- e5f50a7: [rendering] increased line thickness so that it's not just one (hard to see) pixel width (Panos Karabelas)
- 79cd46e: [physics] shapes which are good candidates for convex hulls are now better detected (Panos Karabelas)
- 5d8eb71: [physicsbody] made it so that if the mass is changed after the shape has been, the shape gets re-created (to actually the have new mass) (Panos Karabelas)
- 7bedce8: [physicsbody] meshes with a volume smaller 8 cubic meters will be treated as convex hulls since the player can't fit inside (Panos Karabelas)
- e3bf166: [editor] the transform gizmo now has a snap value of 0.1, this allows for more deterministic manipulation (Panos Karabelas)
- d8bae21: [mesh] fixed all issues with meshoptimizer and enabled optimization and a small simplification for all imported models (Panos Karabelas)
- e1acc3e: [mesh] enabled slightly more agressive mesh simplification (small error tolerance so it doesn't happen if the mesh will get mangled) (Panos Karabelas)
- e458d7b: [mesh] extraced simplification step as a standalone function (Panos Karabelas)
- 4a2b536: [mesh] introduced adaptive simplification (Panos Karabelas)
- fbbaad8: [misc] merged primitive geometry generation and meshoptimizer functions into GeometryProcessing.h (Panos Karabelas)
- bbe5480: [misc] renamed Spartan namespace to spartan (Panos Karabelas)
- 098d98b: [misc] converted all math namespace to be lower case (Panos Karabelas)
- 0e883f5: [various] converted the convex physic shapes from btTriangleMesh to btTriangleIndexVertexArray and used meshoptimizer to reduce their vertex count by 80&%, also fixed the d3d12 build (Panos Karabelas)
- 6d87f29: [geometry] fixed some bugs with mesh simplification (Panos Karabelas)
- 4d9fc46: [misc] removed logging (Panos Karabelas)
- 1c071dc: [geometry] fixed a bug where the target triangle count wasn't correct (Panos Karabelas)
- b3a5381: [github] updated the readme with a documentation section which mentions the existing wiki pages and adds a new tutorial subsection, which points to Game.cpp (Panos Karabelas)
- 63a0fa0: [geometry] some bug fixes and improvements to simplification (Panos Karabelas)
- 31ca5b5: [renderer] moved skysphere after all geometry passes (Panos Karabelas)
- b6339d7: [assets] updated assets.7z dropbox link (Panos Karabelas)
- 9cc2c94: [asserts] added back some dummy editor icons, so the engine can load until I recover the real ones (Panos Karabelas)
- b250b9b: [misc] updated github and discord icon urls (Panos Karabelas)
- 2359335: [assets] recovered some lost images (Panos Karabelas)
- 4396f8e: [contributors] added Kinjal Kishor as a Hoplite as he has helped me multiple times with testing and technical issues (Panos Karabelas)
- 719be40: [thirdparty] added meshoptimizer to the third party libraries table (Panos Karabelas)
- b1729dd: [thirdparty] libraries will now be maintain alphabetical order (Panos Karabelas)